From 8f817de0cbef41dac81e6c7665ada509c3fe2988 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 8 Mar 2019 09:29:17 +1100 Subject: Cleanup: use plural names for Main lists Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning. --- source/blender/editors/render/render_internal.c | 4 ++-- source/blender/editors/render/render_preview.c | 22 +++++++++++----------- source/blender/editors/render/render_update.c | 10 +++++----- 3 files changed, 18 insertions(+), 18 deletions(-) (limited to 'source/blender/editors/render') diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c index 216d9713b6a..b5546bd7b90 100644 --- a/source/blender/editors/render/render_internal.c +++ b/source/blender/editors/render/render_internal.c @@ -261,7 +261,7 @@ static void screen_render_single_layer_set(wmOperator *op, Main *mainp, ViewLaye char scene_name[MAX_ID_NAME - 2]; RNA_string_get(op->ptr, "scene", scene_name); - scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2); + scn = (Scene *)BLI_findstring(&mainp->scenes, scene_name, offsetof(ID, name) + 2); if (scn) { /* camera switch wont have updated */ @@ -817,7 +817,7 @@ static void clean_viewport_memory(Main *bmain, Scene *scene) Base *base; /* Tag all the available objects. */ - BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true); + BKE_main_id_tag_listbase(&bmain->objects, LIB_TAG_DOIT, true); /* Go over all the visible objects. */ for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) { diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index 5ea63901085..9599a7bdbee 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -249,7 +249,7 @@ static Scene *preview_get_scene(Main *pr_main) { if (pr_main == NULL) return NULL; - return pr_main->scene.first; + return pr_main->scenes.first; } static const char *preview_collection_name(const char pr_type) @@ -307,7 +307,7 @@ static World *preview_get_localized_world(ShaderPreview *sp, World *world) return sp->worldcopy; } sp->worldcopy = BKE_world_localize(world); - BLI_addtail(&sp->pr_main->world, sp->worldcopy); + BLI_addtail(&sp->pr_main->worlds, sp->worldcopy); return sp->worldcopy; } @@ -359,7 +359,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty /* this flag tells render to not execute depsgraph or ipos etc */ sce->r.scemode |= R_BUTS_PREVIEW; /* set world always back, is used now */ - sce->world = pr_main->world.first; + sce->world = pr_main->worlds.first; /* now: exposure copy */ if (scene->world) { sce->world->exp = scene->world->exp; @@ -407,7 +407,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty BLI_assert(sp->id_copy != NULL); mat = sp->matcopy = (Material *)sp->id_copy; sp->id_copy = NULL; - BLI_addtail(&pr_main->mat, mat); + BLI_addtail(&pr_main->materials, mat); /* use current scene world to light sphere */ if (mat->pr_type == MA_SPHERE_A && sp->pr_method == PR_BUTS_RENDER) { @@ -467,7 +467,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty BLI_assert(sp->id_copy != NULL); tex = sp->texcopy = (Tex *)sp->id_copy; sp->id_copy = NULL; - BLI_addtail(&pr_main->tex, tex); + BLI_addtail(&pr_main->textures, tex); } set_preview_collection(sce, view_layer, MA_TEXTURE); @@ -486,7 +486,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty BLI_assert(sp->id_copy != NULL); la = sp->lampcopy = (Light *)sp->id_copy; sp->id_copy = NULL; - BLI_addtail(&pr_main->light, la); + BLI_addtail(&pr_main->lights, la); } set_preview_collection(sce, view_layer, MA_LAMP); @@ -520,7 +520,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty BLI_assert(sp->id_copy != NULL); wrld = sp->worldcopy = (World *)sp->id_copy; sp->id_copy = NULL; - BLI_addtail(&pr_main->world, wrld); + BLI_addtail(&pr_main->worlds, wrld); } set_preview_collection(sce, view_layer, MA_SKY); @@ -900,19 +900,19 @@ static void shader_preview_free(void *customdata) if (sp->matcopy) { sp->id_copy = (ID *)sp->matcopy; - BLI_remlink(&pr_main->mat, sp->matcopy); + BLI_remlink(&pr_main->materials, sp->matcopy); } if (sp->texcopy) { sp->id_copy = (ID *)sp->texcopy; - BLI_remlink(&pr_main->tex, sp->texcopy); + BLI_remlink(&pr_main->textures, sp->texcopy); } if (sp->worldcopy) { sp->id_copy = (ID *)sp->worldcopy; - BLI_remlink(&pr_main->world, sp->worldcopy); + BLI_remlink(&pr_main->worlds, sp->worldcopy); } if (sp->lampcopy) { sp->id_copy = (ID *)sp->lampcopy; - BLI_remlink(&pr_main->light, sp->lampcopy); + BLI_remlink(&pr_main->lights, sp->lampcopy); } if (sp->id_copy) { /* node previews */ diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c index 462fd997fc5..d99c9847ed6 100644 --- a/source/blender/editors/render/render_update.c +++ b/source/blender/editors/render/render_update.c @@ -176,7 +176,7 @@ void ED_render_engine_area_exit(Main *bmain, ScrArea *sa) void ED_render_engine_changed(Main *bmain) { /* on changing the render engine type, clear all running render engines */ - for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) { + for (bScreen *sc = bmain->screens.first; sc; sc = sc->id.next) { for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) { ED_render_engine_area_exit(bmain, sa); } @@ -185,7 +185,7 @@ void ED_render_engine_changed(Main *bmain) /* Inform all render engines and draw managers. */ DEGEditorUpdateContext update_ctx = {NULL}; update_ctx.bmain = bmain; - for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { + for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) { update_ctx.scene = scene; LISTBASE_FOREACH(ViewLayer *, view_layer, &scene->view_layers) { /* TDODO(sergey): Iterate over depsgraphs instead? */ @@ -225,7 +225,7 @@ static void texture_changed(Main *bmain, Tex *tex) /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&tex->id)); - for (scene = bmain->scene.first; scene; scene = scene->id.next) { + for (scene = bmain->scenes.first; scene; scene = scene->id.next) { /* paint overlays */ for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { BKE_paint_invalidate_overlay_tex(scene, view_layer, tex); @@ -254,7 +254,7 @@ static void image_changed(Main *bmain, Image *ima) BKE_icon_changed(BKE_icon_id_ensure(&ima->id)); /* textures */ - for (tex = bmain->tex.first; tex; tex = tex->id.next) + for (tex = bmain->textures.first; tex; tex = tex->id.next) if (tex->ima == ima) texture_changed(bmain, tex); } @@ -264,7 +264,7 @@ static void scene_changed(Main *bmain, Scene *scene) Object *ob; /* glsl */ - for (ob = bmain->object.first; ob; ob = ob->id.next) { + for (ob = bmain->objects.first; ob; ob = ob->id.next) { if (ob->mode & OB_MODE_TEXTURE_PAINT) { BKE_texpaint_slots_refresh_object(scene, ob); BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL); -- cgit v1.2.3